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Pvt.Kiwi

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Posts posted by Pvt.Kiwi


  1. t51.jpg

    Im workin on the Tango 51 with a 10 round mag and muzzle break, the point of this thread is to ask for help when it come to the UV mapping and tincturing, if anyone is willing to help me send me a PM or post. Also anyone who has use a Tango 51 can you post in this thread because i would like some feedback on the recoil of the weapon as i have only shot similar rifle

    Thanks in advance. :)


  2. I have made this XM117 and now im trying to get it signed so it can be used online but i am running into a wall this the BinPBO i've made the bikey already but here is th log so you can see whats going wrong

    Convert model e:\game work\pvt_xm117\optika_aimpoint.p3d -> E:\temp\pvt_xm117\optika_aimpoint.p3d
    Convert model e:\game work\pvt_xm117\XM117.p3d -> E:\temp\pvt_xm117\XM117.p3d
    Cannot load font core\data\fonts\lucidaconsoleb8
    Fonts file \core\data\fonts\lucidaConsoleB8 not found
    Cannot load font core\data\fonts\lucidaconsoleb11
    Fonts file \core\data\fonts\lucidaConsoleB11 not found
    <model = "e:\game work\pvt_xm117\optika_aimpoint.p3d">
    Cannot load material file ca\data\data\default_flash.rvmat.
    Cannot load material file ca\data\data\default_flash.rvmat
    Cannot load material file ca\data\data\default.rvmat.
    Cannot load material file ca\data\data\default.rvmat
    </model>
    <model = "e:\game work\pvt_xm117\XM117.p3d">
    Warning: UV coordinate on point 306 is too big UV(-107.642998, 16.345100) - the UV compression may produce inaccurate results
    Warning: UV coordinate on point 189 is too big UV(-108.525002, 23.579399) - the UV compression may produce inaccurate results
    Warning: UV coordinate on point 188 is too big UV(-108.525002, 32.356800) - the UV compression may produce inaccurate results
    Cannot load material file ca\weapons\data\m4.rvmat.
    Cannot load material file ca\weapons\data\m4.rvmat
    Cannot load material file ca\weapons\data\aimpoint.rvmat.
    Cannot load material file ca\weapons\data\aimpoint.rvmat
    Cannot load material file ca\data\data\default.rvmat.
    Cannot load material file ca\data\data\default.rvmat
    Warnings in e:\game work\pvt_xm117\xm117.p3d:2
    Warning: UV coordinate on point 206 is too big UV(-107.642998, 16.345100) - the UV compression may produce inaccurate results
    Warning: UV coordinate on point 116 is too big UV(-108.525002, 23.579399) - the UV compression may produce inaccurate results
    Warning: UV coordinate on point 115 is too big UV(-108.525002, 32.356800) - the UV compression may produce inaccurate results
    Warning: UV coordinate on point 791 is too big UV(0.000000, 690.093994) - the UV compression may produce inaccurate results
    Warning: UV coordinate on point 791 is too big UV(0.000000, 690.093994) - the UV compression may produce inaccurate results
    Cannot load material file ca\weapons\data\m4attach_metal.rvmat.
    Cannot load material file ca\weapons\data\m4attach_metal.rvmat
    Warnings in e:\game work\pvt_xm117\xm117.p3d:3.5
    Cannot load material file ca\weapons\data\m16_metal.rvmat.
    Cannot load material file ca\weapons\data\m16_metal.rvmat
    Cannot load material file ca\weapons\data\m16_ironsights.rvmat.
    Cannot load material file ca\weapons\data\m16_ironsights.rvmat
    Cannot load material file ca\weapons\data\kolimator.rvmat.
    Cannot load material file ca\weapons\data\kolimator.rvmat
    </model>

    here is my config if there is a problem there

    #define true 1
    #define false 0
    
    #define VSoft 0
    #define VArmor 1
    #define VAir 2
    
    #define private 0
    #define protected 1
    #define public 2
    
    #define TEast 0
    #define TWest 1
    #define TGuerrila 2
    #define TCivilian 3
    #define TSideUnknown 4
    #define TEnemy 5
    #define TFriendly 6
    #define TLogic 7
    
    #define ReadAndWrite 0
    #define ReadAndCreate 1
    #define ReadOnly 2
    #define ReadOnlyVerified 3
    
    class CfgPatches {
    
    class XM117 {
    	weapons[] = {"XM117, XM117_CAMO"};
    	requiredVersion = 0.100000;
    	requiredAddons[] = {"CAData", "CAWeapons", "CAWeapons2"};
    };
    };
    
    class CfgWeapons {
    
    /*extern*/ class M16A2;
    
    class XM117: M16A2 {
    	displayName = "XM117";
    	model = "\PVT_XM117\XM117";
    	muzzles[] = {"this"};
    	picture = "\PVT_XM117\data\XM117pic.paa";
    	UiPicture = "\PVT_XM117\m4_co.paa";
    	modelOptics = "\XM117\optika_aimpoint";
    	opticsZoomMin=0.7; opticsZoomMax=0.4;
    	distanceZoomMin=50; distanceZoomMax=50;
    	opticsFlare = true;
    	opticsDisablePeripherialVision = true;
    handAnim[] = {"OFP2_ManSkeleton", "\Ca\weapons\data\Anim\HKMP5.rtm"};
    	dexterity = 1.460000;
    	modes[] = {"XM117_Single", "XM117_FullAuto"};
    };
    
    class XM117_CAMO: M16A2 {
    	displayName = "XM117_CAMO";
    	model = "\PVT_XM117\XM117";
    	muzzles[] = {"this"};
    	picture = "\PVT_XM117\data\XM117pic.paa";
    	UiPicture = "\PVT_XM117\m4(des)_co.paa";
    	modelOptics = "\XM117\optika_aimpoint";
    	opticsZoomMin=0.7; opticsZoomMax=0.4;
    	distanceZoomMin=50; distanceZoomMax=50;
    	opticsFlare = true;
    	opticsDisablePeripherialVision = true;
    handAnim[] = {"OFP2_ManSkeleton", "\Ca\weapons\data\Anim\HKMP5.rtm"};
    	dexterity = 1.460000;
    	modes[] = {"XM117_Single", "XM117_FullAuto"};
    
    	/*extern*/ class Single;
    	/*extern*/ class FullAuto;
    
    	class XM117_Single: Single {
    		displayName = "$STR_DN_MODE_SEMIAUTO";
    		begin1[] = {"ca\sounds\weapons\rifles\m16_single1", 1.778279, 1, 1000};
    		begin2[] = {"ca\sounds\weapons\rifles\m16_single2", 1.778279, 1, 1000};
    		soundBegin[] = {"begin1", 0.500000, "begin2", 0.500000};
    		reloadTime = 0.075000;
    		recoil = "recoil_single_primary_3outof10";
    		recoilProne = "recoil_single_primary_prone_3outof10";
    		dispersion = 0.001000;
    		minRange = 2;
    		minRangeProbab = 0.300000;
    		midRange = 250;
    		midRangeProbab = 0.700000;
    		maxRange = 600;
    		maxRangeProbab = 0.050000;
    	};
    
    	class XM117_FullAuto: FullAuto {
    		displayName = "$STR_DN_MODE_FULLAUTO";
    		begin1[] = {"ca\sounds\weapons\rifles\m16_single1", 1.778279, 1, 1000};
    		begin2[] = {"ca\sounds\weapons\rifles\m16_single2", 1.778279, 1, 1000};
    		soundBegin[] = {"begin1", 0.500000, "begin2", 0.500000};
    		reloadTime = 0.090000;
    		recoil = "recoil_auto_primary_3outof10";
    		recoilProne = "recoil_auto_primary_prone_3outof10";
    		dispersion = 0.001750;
    		minRange = 0;
    		minRangeProbab = 0.100000;
    		midRange = 30;
    		midRangeProbab = 0.700000;
    		maxRange = 150;
    		maxRangeProbab = 0.050000;
    	};
    
    	class Library {
    		libTextDesc = "XM117";
    	};
    	descriptionShort = "$STR_DSS_M16A2";
    				};		
    };


  3. side.jpg

    http://www.filefront.com/14812789/XM117.pbo

    `````---------------`````

    ```/``__________``````

    ```|`/````````````|``

    ```|`|___________|`|````

    ``/`/``.--.``.--.```````

    `/`|``|``*`|`*``|``|```

    `|`|```-__-`-__-```|`|``

    ``/`````___`````//```

    ````````````````/``````

    ````/```-------````````

    ``_/_`|/|`|``|/|`__```

    `/```|__|`|` |__|/`````

    `__/______|_______/``

    `````|_____|_____|``````

    `````/____`/____``````

    ---------------------

    XM117 Addon

    By pvt.kiwi

    ---------------------

    PURPOSE

    --------

    To add the XM117 carbine to ARMA2 for the Black Hawk Down mod

    and to get me more clued up with addon making in arma [first addon]

    ---------

    Includes

    ---------

    XM117.p3d

    -------------

    INSTALLLATION

    --------------

    -mod folder

    -class name: XM117

    --------------

    USAGE

    --------------

    - feel free to edit i hope people can learn from it

    - credit where credit is due.

    -----------

    KNOWN BUGS

    -----------

    - no muzzleflash

    - no reload animations

    ----------------------------

    futue release

    ----------------------------

    - add several skins

    - scoped and nonscoped versions

    Armaholic mirror:

    - Xm117


  4. #define ReadAndWrite 0

    #define ReadAndCreate 1

    #define ReadOnly 2

    #define ReadOnlyVerified 3

    #define TEast 0

    #define TWest 1

    #define TGuerrila 2

    #define TCivilian 3

    #define TSideUnknown 4

    #define TEnemy 5

    #define TFriendly 6

    #define TLogic 7

    #define private 0

    #define protected 1

    #define public 2

    #define true 1

    #define false 0

    class CfgFactionClasses {

    access = ReadAndCreate;

    class men {

    displayName = Combat Engineer;

    priority = 10000;

    side = TWest;

    };

    };

    class CfgPatches {

    class NIXsoldier {

    units[] = {"SF.p3d"};

    weapons[] = {};

    requiredVersion = 1.0;

    requiredAddons[] = {};

    };

    };

    class CfgModels

    {

    class Default

    {

    sections[] = {};

    sectionsInherit="";

    };

    class flag_vojak : Default

    {

    sections[] = {"latka"};

    };}

    class Head: Head

    {

    sections[] =

    {

    "osobnost",

    "brejle"

    };

    skeletonName = "Head";

    };

    class ArmaMan : Default

    {

    sections[] =

    {

    "osobnost","Head_Injury",

    "Body_Injury","l_leg_injury",

    "l_arm_injury","r_arm_injury",

    "r_leg_injury","clan"

    };

    skeletonName = "OFP2_ManSkeleton";

    };

    class SF.p3d:ArmaMan{};

    };

    class CfgVehicleClasses {

    class men {

    displayName = "Combat engineer";

    };

    };

    class CfgVehicles {

    class Man; // External class reference

    class CAManBase : Man {

    class TalkTopics; // External class reference

    class HitPoints {

    class HitHead; // External class reference

    class HitBody; // External class reference

    };

    };

    class SoldierEB : CAManBase {

    class TalkTopics : TalkTopics {};

    };

    class SoldierWB : CAManBase {

    class TalkTopics : TalkTopics {};

    };

    class SoldierGB : CAManBase {

    class TalkTopics : TalkTopics {};

    };

    class Civilian; // External class reference

    class FR_R; // External class reference

    class SF.p3d : FR_R {

    faction = Combat engineer;

    scope = public;

    model = "\combat_engieer\SF.p3d";

    weapons[] = {"***WEAPON WHEN RESPAWNING***", "NVGoggles", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};

    magazines[] = {"30Rnd_556x45_stanag", "30Rnd_556x45_stanag", "30Rnd_556x45_stanag", "30Rnd_556x45_stanag", "30Rnd_556x45_stanag", "30Rnd_556x45_stanag", "30Rnd_556x45_stanag", "HandGrenade_West", "HandGrenade_West", "SmokeShell"};

    respawnweapons[] = {"***WEAPON WHEN RESPAWNING***", "NVGoggles", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};

    respawnmagazines[] = {"30Rnd_556x45_stanag", "30Rnd_556x45_stanag", "30Rnd_556x45_stanag", "30Rnd_556x45_stanag", "30Rnd_556x45_stanag", "30Rnd_556x45_stanag", "30Rnd_556x45_stanag", "HandGrenade_West", "HandGrenade_West", "SmokeShell"};

    vehicleClass = ***YOURCLASSNAME***;

    class Wounds {

    tex[] = {};

    mat[] = {"ca\characters2\Rus\DATA\soldier_flora_vsr_vest.RVmat", "ca\characters2\Rus\DATA\soldier_flora_vsr_vest_w1.RVmat", "ca\characters2\Rus\DATA\soldier_flora_vsr_vest_w2.RVmat", "ca\characters2\Rus\DATA\soldier_co_flora_vsr_vest.RVmat", "ca\characters2\Rus\DATA\soldier_co_flora_vsr_vest_w1.RVmat", "ca\characters2\Rus\DATA\soldier_co_flora_vsr_vest_w2.RVmat", "ca\characters2\Rus\DATA\soldier_mg_flora_vsr_vest.RVmat", "ca\characters2\Rus\DATA\soldier_mg_flora_vsr_vest_w1.RVmat", "ca\characters2\Rus\DATA\soldier_mg_flora_vsr_vest_w2.RVmat", "ca\characters2\Rus\DATA\soldier_at_flora_VSR_vest.RVmat", "ca\characters2\Rus\DATA\soldier_at_flora_VSR_vest_w1.RVmat", "ca\characters2\Rus\DATA\soldier_at_flora_VSR_vest_w2.RVmat", "ca\characters2\Rus\DATA\soldier_pilot_flora_vsr.RVmat", "ca\characters2\Rus\DATA\soldier_pilot_flora_vsr_w1.RVmat", "ca\characters2\Rus\DATA\soldier_pilot_flora_vsr_w2.RVmat", "ca\characters2\Rus\DATA\soldier_crew_flora_vsr.RVmat", "ca\characters2\Rus\DATA\soldier_crew_flora_vsr_w1.RVmat", "ca\characters2\Rus\DATA\soldier_crew_flora_vsr_w2.RVmat", "ca\characters2\Rus\DATA\Commander.rvmat", "ca\characters2\Rus\DATA\W1_Commander.rvmat", "ca\characters2\Rus\DATA\W2_Commander.rvmat"};

    };

    displayName = "Sapper";

    identityTypes[] = {"LHD_glasses", "Head_USMC_Camo", "Head_USMC", "FR_Glasses", "USMC_Glasses"};

    portrait = "\Ca\characters\data\portraits\comBarHead_usmc_soldier_ca";

    picture = "\Ca\characters\data\Ico\i_null_CA.paa";

    icon = "\Ca\characters2\data\icon\i_soldier_CA.paa";

    };

    };


  5. Mornin all,

    im trying to model the L118 light field gun and the plant that tows it and subsequent help in this area when then the mod tools, are release would be greatly appreciated, but firstly i want to know if it is possible to make a script that like the GRJ Sight Adjustment allows the gunner to manually dial the direction and elevation of the gun by using the arrow keys; This would be attached to the M119 if that helps.

    Thanks for any help in advance

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